Alex Wong Writing 39C Yaniga Abstract Sexism is a prevalent problem caused by both societies’ sexist norm of each gender and through it, sexism through different medium. It brings negative effects to both individual and society. To get to the root of solving sexism, we must sway our upcoming generations from the pre-existing society norm and beliefs by implementing an effective education in school curriculums regarding the danger of sexism. Through this, we can slowly shift the whole society on their perspective of sexism and get rid of sexism and its problems. Solving Sexism through Education Sexism is an active problem that needs to be addressed in modern society, as it takes a toll on society by its major presence in our lives, especially in video games in the modern times. Sexism has been described as “the first, the most ancient, and the most pervasive form of human prejudice” (Perry and Albee 123). Over the course of history, society has slowly set a norm for each gender, causing the constant appearance of sexism in daily lives. To solve this issue, we must instill a correct mindset to our next generation of the danger of sexism by implementing an effective educational lesson on the topic. Sexual Representation is a huge part of sexism in video games in modern society. Video Games typically have male as characters, and female are absence from the games. (Dietz) When examining just the covers of video games, Burgress et al. found that men were twice more likely to be featured than women. When women are included, they are portrayed as needing aids from man. (Dietz) Looking at video games as a whole, only 10% of the main characters were clearly women and of those characters, most are hyper sexualized. (Dill et al.) This recurring problem becomes an endless A cover of Spawn: Armageddon includes “two females that were cycle of forming society’s norm for male as masculine and female as disproportionately smaller than the possession or sexual object, and through that, creates more misrepresented video games. Society has set this mindset upon previous generations through different mediums such as radio and primary male character… Each character was wearing a leather g-string and was performing no identifiable action other than to titillate the audience.” (Burgress et al. 426) Source: “Spawn: Armageddon” Wikipedia television, and this norm is now being implanted through video games. With the rising popularity of video games, upcoming generation will be sure to build up ideas of sexism through sexual representation and stereotypes. Sexism can also be often seen in video games through the form of sexual harassment. Video games have often been associated as a “male space”, but with the growing number of women entering the gaming industry and participating in online gaming, sexual harassment was bound to show up. In Sexism in Online Video Games, Fox and Tang researched sexist activities in online video games. Using Conformity to Masculine Norm Inventory, Social Dominance Orientation, and Video Game Sexism Scale, Fox and Tang dived into the virtual world of video games to find traces of sexism. What they found was that the significant predictors for video game sexism were all masculinity norm of power over women, masculinity norm of hetero-sexual self-presentation, and social dominance orientation, all of which traces back to seeing themselves as the greater sex and having power over the other. (Fox et al. 317) This shows that sexism occurs in video games, mostly men over women. With the growing number of female gamers, there is a chance of change of player behavior. But without an effort to make change, women will be constantly harassed in the hostile video game environment as men will still attempt to show masculinity and dominance over female gamers. Not only are female gamers being harassed, but female game developers are major victims of sexual harassment as well. Many people blame the sexual misrepresentation in video games on the lack of female game developers. (Toledano; Sounderlund, CBCNews) In fact, only 22% of the video gaming industry is females. (IGDA) However, female game developers are constantly sexually harassed and threatened in the gaming industry, such as emails about vowing to rape them, or even fantasies of murdering and slicing their body. (Quinn; Wu) Who can blame the lack of female developers if they have to work in such a hostile environment? However, this is only the very problem in front of their eyes, but the problem in the bigger picture is sexism’s sole existence in society as a norm. Video games are a medium of sexist beliefs in the modern world and the problem is growing, with no Female Game Developer Brianna Wu publicly attacked on Twitter from Twitter account “Death to Brianna”. She also received threat to rape and murder her on social media platform 8chan. Source: Reilly, 'If you have any kids they're dead too': Female game developer forced to flee her home after horrific 8chan rape and murder threats in latest sexism scandal plaguing industry means of stopping unless changes are made. Sexism brings about negative effect to both individual and societies. In Dill, Brown, and Collins research Sex-Stereotyped Video Game Character on Tolerance of Sexual Harassment, they were able to show that “male Sexual harassment Judgement as a result of media exposure. who saw the sex-typed images Source: Dill, Brown, Collins Effects of Exposure to Sex-Stereotyped Video Game Characters on Tolerance of Sexual Harassment. were most tolerant of sexual harassment” (Dill, Brown, and Collins 1406). The bar graph shows this, with a lower score being more tolerant. The same research also showed that male who saw stereotypical images had a more rape-supportive attitude. Undoubtedly, with the presence of these kinds of video games, women in our society will be looked upon differently, and can become victims of rape as well as possessions or sexual object. This poses danger for individuals, especially women, as they are now easily target of sexual harassment and even rape, experiences that can bring down their mentality and even change their life for worse. In a similar research, Perpetuating Online Sexism Offline, Fox, Cruz, and Lee found that using media to spread sexist message can cause a change in attitude towards another gender, such as a less likelihood to hire a female employee. (Fox et al. 439) This creates subtle sexism in the workforce and therefore affecting society as a whole. Sexism’s presence poses a threat for society now and in the future and is an urgent problem that should be resolved. Education is the first step in the fight to rid sexism. It is safe to agree on that no one is ever born sexist. Most of our behavior and attitude towards everyday life is taught and learnt by our surroundings. Everything we do and think has a cause behind it, and this includes our thought and prejudice of another gender. We are raised to believe things about other genders because of stereotypes (17ijones). Luckily, research successfully shows that, through effective education, we are able to change behaviors and attitudes of everyday sexism. (Cundiffs et al.; Schmidt et al.; Springer et al.) However, the implemented education must be well implemented and planned in order to have an effect. Moreover, since every classroom is different, the approach must be varied. (Lynch) Each educational method will not follow the same set of teaching progress. However, we can suggest an education implementation that teachers can base off of. Since education does have a huge impact on our mindset, a potential solution to sexism would be teaching children of the danger of sexism in school curriculums. One possible base education system would be the Workshop Activity for Gender Equity Simulation (WAGES). WAGES was first created by four WAGES game sample staff from PennState, Shields, Source: Cundiff et al. Using Experiential Learning to Increase the Recognition of Everyday Sexism as Harmful: The WAGES Intervention Zawadski, Dicicco, and McCormick to attempt educating students of sexism. WAGES is basically a designed experimental learning that is meant to educate individuals about the effect of subtle sexism. WAGES simulates a game where two teams, green and white, attempts to advance through their academic life with a goal as a distinguished professor. Player takes turn drawing and reading the activities on their card, attempting to solve the same issue but with a different method and outcome depending on their team. An example of this is shown on the image. In the end, players are revealed that green team represents women’s work life experience, while white represents male’s. However, throughout the game, player might have been able to figure out this trend. In the end, the group discusses their reaction and how they can address this bias in their own life. WAGES uses activity learning to allow first-hand experience as victims of sexism. WAGES has four designed goals. The first goal is for participants to “recognize the negative impact of the accumulation of apparently minor biases and unfair practice on women’s ability to advance in their field.” This is extremely relevant to a well-known and proven problem for women in society, the “glass ceiling.” (Cotter et al.) Glass ceiling represents the existence of an invisible barrier to advancement of professions, affecting usually women and minorities. Its effect is certainly negative and causes victims to feel inferior and discriminated. By recognizing these impacts, participants will be more likely to take action to change. The second goal of WAGES is for participants to “develop awareness that different gender-relevant factors may be more significant at one stage in work life than in others.” By being aware of the factors, participants will more aware of their action and the effect it can have. The third goal is for participants to “learn that stereotype and other ‘cognitive shortcuts’ impair our ability to notice bias.” Stereotype and cognitive shortcuts allows us to learn thing from the World by ourselves. By seeing stereotype and other representations often in media or other sources, it can make us indifferent to bias or even acceptance of the sexism around us. By making participants aware of this fact, WAGES can decrease the number of people that are indifferent to the sexism occurring around them. Lastly, WAGES attempts to help participants “understand that patterns, not single incidents, are the most visible indicators of gender inequality in the workplace” (About WAGES). Sexism and bias does not just occur once, but over and over. The reason behind is that both parties have, whether willingly or unwillingly, accepted this type of relationship. In another word, both parties have conformed to the norm set by society, as they might receive social rewards for conforming to the norm (Swami et al. 373). However, just because it occurs every day does not mean it is acceptable, and WAGES teaches participants that these repetitive acts are indicators for acts of sexism. These four points are design to change the behavior of participants to be more aware of sexism as well as having a fair attitude towards other genders. . Education can be very effective to change the behavior and attitude of people regarding a subject. A good education can have the ability to change the mindset of children. To test the effectiveness of WAGES, Cundiffs et al. gathered participants and found that WAGES was more effective than normal information teaching. WAGES’S suggested education routine affects our attitude and behavior on sexism through the means of increasing engagement and self-efficacy. By increasing engagement and experiencing these biases first handed, participants were more aware of “harm of seemingly minor everyday instance of sexism.” (Cundiffs et al. 716) This is an important learning factor for our future generation as it helps them recognize everyday instance of sexism, something that easily slips past many people today. Moreover, the increase of self-efficacy made it more likely for participants to apply this activity to other context. (Bransford et al.) Measured through Behavioral Intention Scale, the activity also caused participant to have a more significant intention to addressing gender inequalities. This is major as it proves that through education, we can successfully and effectively change human attitude and behavior towards sexism and shift it in a much more positive way. All school learning material must be well-planned. A big factor in opinioned teaching is the existence of reactance, or the motivational state to refuse and reject information regardless of its content. (Brehm & Brehm) Therefore, not only should we teach about the danger of sexism to children, but also in a way that is well-planned and prove to work well. WAGES, for one, had significant decreased reactance compared to just plain information (Cundiffs et al.), showing care towards the problem instead of rejecting its existence or urgency. In order to not have a reverse effect on children, the teaching method must be well-planned and proven to be effective. With the combination of engagement, self-efficacy, and decreased reactance, we could educate future generation of the danger and negativities of sexism. By implementing well- How perceived harm of everyday sexism from lesson is a combined result of all reactance, engagement, and self-efficacy Source: Cundiff et al. Using Experiential Learning to Increase the Recognition of Everyday planned lessons regarding Sexism as Harmful: The WAGES Intervention sexism, we can change the mindset of our upcoming generations. From a young age, our society’s population would be informed of this prevalent problem, and would grow up to make society better and fairer for anyone. As slowly population in the society builds up this mindset, it can be certain that the rest of society will now have to follow this gender equality norm instead of the current stereotyped one. With this method of education, women and men alike will be safer from the harassment and danger of sexism as the number of offender has decreased and those who will stop and interfere during these situations has increased. A correct implementation of this lesson must be put in place in the school system in order to have a more positive, risk-free, and safe from sexism society. Adjusting the education system has many difficulties, but it is worth it in the long run. We must be able to convince schools to implement this somewhat controversial topic. We have to be able to persuade school administrators and parents alike through facts that our proposed education implementation will make a huge positive impact on society and urge them to be part of the change. Past implementations on sensitivity training have occurred for teachers, but even that has raised problems and controversial argument. In 2014, Lincoln Middle School had a whole debate regarding the inclusion of gender inclusiveness training, which sparked the media’s attention. Many strongly supported and others opposed this type of training, including the superintendent, Lincoln mother Rachel Terry sparked national media teachers, and parents, causing the necessity of board meetings, school meetings, and even press firestorm regarding implementation of gender training at Lincoln Middle School. Source: Winter LPS Gender Sensitivity Training Archives conferences. (Winter) If implementing a sensitivity training just to teachers itself sparked so many problems, clearly implementing similar education to students will cause an even bigger debate amongst parents and administrators. However, Lincoln Middle School was successful with the change, and we can do this same by persisting and persuading school officials and parents that sexism is a real and prevalent issue, urging them to cooperate with us. The implementation plan would have to start out small and go by individual school districts. A starting point would be going directly to a school district and persuade them the idea. It is vital that our targets are school districts since the federal government are forbid to intervene with school curriculum by the Elementary and Secondary Education Act in 1965. Although the state government does come in a huge part in what schools are required to teach, it is the school districts that design their curricula. (Golod) Therefore, we should go about school districts and as school districts joins in to be the change, the program will eventually expand on an enormous level. This education implementation also focuses on the long-term effect. Changes are not going to be seen immediately in society, but will require a long time to take effect. Even so, the changes will be subtle, but each small step will be an important part. We have to have schools understand that it will be a long term commitment and that changes are taking effect, even if not obviously seen. If everyone slowly shifts their position and attitude, society will eventually ended up on the better side. Since all part of society is made up by human efforts, a shift in society will also resolve all the problems related to sexism through different medium. It would all be worth it in the long run. To improve society for the future, we have to act now to push through the obstacles and begin to bring in an important education. Education is the best method to rid of sexism as a whole. As mentioned, the very problem is not sexual misrepresentation in society, nor is it the constant sexual harassment that female receives, nor a lack of female game developers. Attempting to fix such a narrow point will at most extend to fixing sexism in the video game industry, and nothing more. The biggest problem of sexism is its sole existence in society. With the implementation of education from a young mindset, society will be slowly rid of gender stereotypes, video games and game developers will then have equality in gender, and that will also lead more female developers in the video game industry. Not only will our focus on sexism in video games be resolved, but also sexism in wherever else sexism can be prevalent at or through future unforeseen medium. To fix sexism in video games, we can fix sexism in society as well by educating our next generation. There is no way for sexism to suddenly disappear overnight. Many adults nowadays had already had their mind set in place, and it is difficult to alter their beliefs. However, society’s upcoming generation is still in the process of learning and deciding on what is right and wrong, logical or illogical. We can attempt to teach them the right thing with the right type of education. After many years of this education, when most of society mindset is aware of sexism and with an attitude to take action, society will shift for the better. It will be rid of sexism intent and unfair treatment. Sexist appearance will be shot down by the rest of the positive society. We need education to make this a reality. Like Nelson Mandela once said, “Education is the most powerful weapon which you can use to change the world.” “Education is the most powerful weapon which you can use to change the World.” –Nelson Mandela Source: Shaunfrankson Bibliography 17ijones. "Solving Sexism." Web log post. In the World of Sexism. N.p., n.d. Web. 10 May 2016. <http://worldofsexism.blogspot.com/p/blog-page.html>. “The author talks about how no one is born to be sexist towards each other. We were influenced through education to have sexist attitude to another sex. Therefore, education is an important factor that we have to change in order to prevent sexism from spreading.” The Associated Press. "Video Game Industry Haunted by Lack of Female Characters." CBCnews. CBC/Radio Canada, 19 June 2014. Web. 29 May 2016. Bransford, J., Brown, A., & Cocking, R. (2000). How people learn: Brain, mind, and experience & school. Washington, DC: National Academy Press. Brehm, S., & Brehm, J. W. (1981). Psychological reactance: A theory of freedom and control. New York, NY: Academic Press Cotter David A, Hermsen Joan M., Ovadia Set, Vanneman Reeve. 2001. “The Glass Ceiling Effect.” Social Forces 80: 655-81 Cundiff, Jessica L., et al. "Using Experiential Learning to Increase the Recognition of Everyday Sexism as Harmful: The Wages Intervention." Journal of Social Issues 70.4 (2014): 703-21. Print. “Jessica Cundiffs, Matthew Zawadzki, Cinnamon Danube, and Stefanie Shields tested the effectiveness of WAGES on random participants. Using WAGES as a teaching technique, another activity learning game, and an information only, they were able to show that WAGES was effective in making people aware of the harms of sexism in everyday occurrence, in comparison to the information only. It was able to change the behavior and attitude of participants, proving we can educate people regarding danger of sexism.” Dill, Karen E., Brian P. Brown, and Michael A. Collins. "Effects of Exposure to Sex-Stereotyped Video Game Characters on Tolerance of Sexual Harassment."Journal of Experimental Social Psychology 44.5 (2008): 1402-08. Print. “Karen Dill, Brian Brown, and Michael Collins are researchers at Lenior-Rhyne College. They tested how being shown sex-stereotyped character affect a person’s view of sexual harassment. Through testing the difference between showing sex-stereotyped characters and professional characters, they were able to find that, by being exposed to more sex-stereotyped characters, people were more tolerance of sexual harassment and even rape. This has an effect on how media affects society. ” Dill, Karen E., Douglas A. Gentile, William A. Richter, and Jody C. Dill. "Violence, Sex, Race, and Age in Popular Video Games: A Content Analysis." Featuring Females: Feminist Analyses of Media. (n.d.): 115-30. Web. Fox, Jesse, Carlos Cruz, and Ji Young Lee. "Perpetuating Online Sexism Offline: Anonymity, Interactivity, and the Effects of Sexist Hashtags on Social Media."Computers in Human Behavior 52 (2015): 436-42. Print. “Jesse Fox, Carlos Cruz, and Ji Young Lee are researchers at The Ohio State University. They used twitter to see what effect posting on social media has on a person’s acceptance of others. They told participants to retweet/tweet sexist comments anonymously/known and found that this made them more likely to not accept the other gender. This shows how media has an effect on how society functions.” Golod, Amy. "Common Core: Myths and Facts." U.S. News. N.p., 4 Mar. 2014. Web. 31 May 2016. "Press Release: IGDA Developer Satisfaction Survey Results Are Released." International Game Developers Association (IGDA). N.p., 24 June 2014. Web. 29 May 2016. Kelleher, Susan. "'This Has Got to Change': Women Game Developers Fight Sexism in Industry." The Seattle Times. N.p., 13 Aug. 2015. Web. 29 May 2016. Lynch, Matthew. "The Call to Teach: Multicultural Education." The Huffington Post. TheHuffingtonPost.com, 9 Jan. 2014. Web. 29 May 2016. Perry, Melissa J. "The Deterministic Origins of Sexism." Race Gender & Class.Vol. 5, No. 3, A Race,Gender & Class Critique of Genetic Determinism (1998): 122-35. JSTOR. Web. 17 Apr. 2016. Reilly, Jill. "'If You Have Any Kids They're Dead Too': Female Game Developer Forced to Flee Her Home after Horrific 8chan Rape and Murder Threats in Latest Sexism Scandal Plaguing Industry." Mail Online. Associated Newspapers, 15 Oct. 2014. Web. 29 May 2016. Shaunfrankson. "Education Is the Most Powerful Weapon Which You Can Use to Change the World. - The Plastic Bank." The Plastic Bank. N.p., 29 Jan. 2015. Web. 24 May 2016. Shields, Stefanie. "Workshop Activity for Gender Equity Simulation." WAGES. PennState, n.d. Web. 16 May 2016. "Spawn: Armageddon." Wikipedia. Wikimedia Foundation, n.d. Web. 29 May 2016. Schmidt, H. G., Loyens, S. M., van Gog, T., & Paas, F. (2007). Problem-based learning is compatible with human cognitive architecture: Commentary on Kirschner, Sweller, and Clark (2006). Educational Psychologist, 42, 91–97 Springer, L., Stanne, M. E., & Donovan, S. S. (1999). Effects of small-group learning on undergraduates in science, mathematics, engineering, and technology: A meta-analysis. Review of Educational Research, 69, 21–51. Swami, V., et al. "Oppressive Beliefs at Play: Associations among Beauty Ideals and Practices and Individual Differences in Sexism, Objectification of Others, and Media Exposure." Psychology of Women Quarterly 34.3 (2010): 365-79. Print. “Viren Swami, Rebecca Coles, and Karolina Wyrozumska, researchers at University of Westminster, along with Emma Wilson, Natalie Salem, and Adrian Furnham, researchers at University College London, researched on beauty ideals in sexism and objectification in media. They used surveys to judge how different gender has different ideals. They found that male has a narrower range of beauty ideal for female than female. They also found that female tries to conform to male’s desire, such as using cosmetic, causing them to become objectified. Media also supported both side of the story, one supporting women to use cosmetic, and two supporting male’s belief that female should use cosmetic, therefore setting a standard for both male and female. Media stereotypes gender and is a huge part in passing sexist ideas. ” Toledano, Gabrielle. "Women and Video Gaming's Dirty Little Secret." Forbes. Forbes Magazine, 18 Jan. 2013. Web. 29 May 2016. Winter, Deena. "LPS Gender Sensitivity Training Archives - Watchdog.org." Watchdog.org. N.p., n.d. Web. 24 May 2016. Wu, Brianna. "A Moment That Changed Me – Gamergate | Brianna Wu." The Guardian. Guardian News and Media, 21 Aug. 2015. Web. 29 May 2016.
© Copyright 2026 Paperzz